I’m going to try engaging in this topic seriously again, reading the OP:
- Why is removing tools from the Psyker important? What do you gain from it? Sure, fire staff isn’t exactly original, but the it still functions differently from the Flamer on a class with different passives and blessings for that flamethrower. Why remove access to infantry lasguns, autoguns, or shotguns? Is it because the tools are too powerful on Psyker, or do you simply not like the fact that a wizard has access to an assault rifle?
- Why do you want to lock your spells to both a Blitz and a weapon you may not even be using? What benefits do you gain from using a gun while pathing into parts of the tree that alter the staff spells? The way you phrased it, you want a majority of the tree to be related to spells. How will spell choice on the Staff be determined? Will there be nodes you pick on the tree, or is each node going to have an “element”, and whichever “element” you have the most of is what the staff does?
- What’s wrong with doing something similar to a different class? A Zealot can also focus on shooting enemies, but you don’t seem to be complaining about that - a Veteran can also be focused on melee frontlining, but you don’t seem to be complaining about that - so what’s the issue with a Psyker deciding to drop the staff and shooting and chopping?
- What is this overhaul even trying to accomplish? Really ask yourself this. What does this overhaul do to make Psyker more interesting than it already is? If I wanted to mix and match all this stuff, why shouldn’t I just go play Path of Exile instead?
The main overall problem I see with this post as a whole is that you want to remove tools the Psyker has for… reasons that don’t seem to go anywhere beyond “I don’t like that the space wizard can do this”. None of the “reasons” you have provided in this thread in favor of this overhaul make sense for this argument specifically, lore, balance, or fun-wise.